Barbed Wire, Bullets and Bayonets is the Small War skirmish rules set for World War I. These rules are for patrolling and the smaller actions at the beginning of the war in the west and the more fluid warfare in the east. The primary weapons are rifles and machine guns. The largest indirect fire weapons are the Minenwerfer and the mortar. Artillery is only used in the anti-tank role.
Small War Games Skirmish games are designed to be played in an area the size of a kitchen table or even a card table without heavy weapons. With more players bigger battles are possible. Each figure moves and fires in accordance with its class and the number of increments it can use per move. Firing and hand-to-hand combat rules are easy to learn and the game moves quickly. There is one Combat Card per set of rules that has all the tables needed to play. Have Fun!
The Mystery of the Queen’s Necklace is the first scenario book for The Kings Musketeers are Wimps: The Queen’s diamond necklace has been stolen and a host of people are looking for it. There are Musketeers, Cardinal’s Guards, Cardinal’s agents, mercenaries, and thieves searching for it. Each player has 3 figures who question townsfolk to find clues to the location of the necklace and who might have. Two to eight players and an umpire. It can be played on a card table. It’s great fun.
Garands & Grenades is the Small War skirmish rules set for World War II. These rules are for infantry at squad and platoon level. Weapons include rifles, machine guns, grenades, bazookas, and Panzerfausts. There are rules for tanks but they better not get too close to infantry armed with bazookas and Panzerfausts.
Odin’s Way are rules for the Viking Era. Each figure is an individual Viking or Saxon. Odin’s Way can be used for a large or small game. Rules include point values for fighting pillaging, gathering booty and capturing slaves. There are even sailing rules!
March and Fight or Die are the Small War Skirmish rules for the colonial era from roughly the 1850s to the 1920s. French Foreign Legion, the British and German Schuetztruppen are all covered and so are their enemies. Without heavy weapons 2-4 players can play on a card table.
Fast Play Games
The Kings Musketeers are Wimps: Fast play rules for dueling, drinking and brawling in the 17th century. Each figure represents a single person. The rules cover movement, fighting, drinking, gambling, and romance. There’s even a surgeon to fix wounds.